But the first hour of the experience is a very persuasive argument to do something else with my time. It seems strange, and it has a cool-sounding approach to rogue-like mechanics. Holy crap this is a boring introduction to the game! "Here, read 40 pieces of worldbuilding text, all at once, before you're invested in the game." And if you choose to skip the reading because it seems like homework, expect that the game will punish you later for this decision: it's YOUR FAULT you didn't spend the first hour reading a bunch of random exposition. When you go there, you discover something like 20 bookshelves, each with 2 texts to read. Right away, they tell you that one of the buildings in town is an important repository of information that may be really helpful in your adventure. Several permadeaths later, you will arrive at Haven, which is apparently your headquarters throughout the main part of the game. Character creation is non-trivial, and the choices you make are important, so it's really insulting when the game throws all that effort away multiple times just to be cruel. So, you probably just created 3 or 4 characters who all died within the first 2 minutes. The solution is to leave via the path that the NPC entered from - which is not obvious at all - and then to GUESS CORRECTLY when presented with a fork in the road. This wouldn't be a problem except that the area is being aggressively attacked by an invincible enemy force and your only hope of surviving is to escape before things get too bad. Playing the prologue is impossible, because after the NPC tells you to run, the only obvious exit is locked for people who don't have an item (a "Raaf disc," IIRC) that they don't have and which is not obviously present. There are two big problems in the early game that seem like warnings that the rest of the game will be bad.
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